Game Development Community

Polygon Collision Detection

by Vickie Eagle · in Torque Game Builder · 11/21/2011 (7:43 pm) · 11 replies

To make the workflow of this engine better you guys should add polygon collision detection to the world map as well as to the individual tiles. For instance, if you make a map using a 3D modeler and then placed that map in the world editor rather than using the tile polygon collision tool make it so you can just use that tool in the world editor and be able to make more than one! This would vastly improve this engine and you already have the framework for this built in.

Always~

#1
11/22/2011 (10:30 am)
Interesting suggestion. Are there any examples of other tools you can think of that would better facilitate improving our 2D technology?
#2
11/22/2011 (11:20 am)
Sorry, it took me a while to get everything setup to show you this. First look at this picture:
www.eaglesoftworks.com/TGB/EX_mmog.jpgsee how the polygon collision is placed on the map? This is how you guys should do it in the world editor for TBG. I understand that this will not be useful to someone doing a standard platform game or shooter, but for Isometrics its absolutely needed. With this engine you are looking at you can place as many polygon collision barriers as you need.
On a side note, this engine is a $100 dollars cheaper than yours and has twice as many features, But it's designed for creating isometric MMOG's and that's all you can make with it.
#3
11/22/2011 (12:41 pm)
Here is another sample of what I'm talking about Mike.
www.eaglesoftworks.com/TGB/EX_2mmog.jpgyou would not believe how much this function speeds up the workflow!

Always~
Vickie ;)
#4
11/22/2011 (12:49 pm)
That engine looks pretty interesting. Is the source available with a purchase? I'd like to see if it is possible to hook it up to T2d.
#5
11/22/2011 (12:55 pm)
I'll talk to Tye (the guy that wrote it) and check for you Luis, but if we are going to talk about other engines lets do it on Google+ or email. My google+ number is: 117066553419561523520, come join me (or anyone else that would like too) my email is vickie.eagle@gmail.com,

see you there ;)

Always~
#6
11/23/2011 (12:22 am)
There are polygon objects, and they can have collisions enabled. Or am I getting the idea wrong?
#7
11/23/2011 (12:41 am)
with this engine you are limited to a small box, what you see in these pictures is a world editor where there are no limits to the size of your polygon shapes.
#8
11/23/2011 (1:16 am)
@Vickie

So, you want to make the collision polygon bigger than the sceneObject that it is representing? Did I get that right, or did I totally miss the point?

How about if you make a polygon whatever shape and size you want, then mount it to the center of your sprite.
Tell the polygon to respond to the collision, and turn the polygon's visibility to 0 in code, so you can still see it in the editor.

I just tried it out in iT2d 1.5, and it seems to work pretty well.

Cool topic, look forward to more. Added on g+
#9
11/26/2011 (1:05 pm)
Good point Ray, the problem comes when you are trying to make complex collision detection for isometrics. You have to make several copies of your tile in order to cover all the collision you want to achieve. This makes your game much larger than it needs to be and uses valuable resources that could be used in other places to make a more robust game.

Always~
#10
11/27/2011 (10:48 am)
TGB is a general purpose engine, so it provides only basic elements, instead of those specific to isometric or any other kind of game. Games however rarely use basic elements alone, compound objects are extremely common. Note that sprite+polygon combination doesn't take much more resources than the same thing hardcoded within engine - in both cases game still have to display sprite, and check certain shape for collision, but no more...

Not that it is a bad idea, but it might be more suitable for RPG or Adventure kit. I would also prefer to see exisiting issues fixed before GG devlopers will get carried away and start adding some new and unnecessary features.
#11
11/27/2011 (11:32 am)
I guess that's one way to look at it Rpahut. Sounds like you are are having issues and are upset about them. I don't blame you a bit, I don't like the problems I have with this engine either but all of this stuff is fixable and this is a pretty good engine so why not have all the things we want ;)

Everything is possible ~

Always~